LOD2
Specifications
File type: GLTF
File size: < 500KB (Should be as small as possible)
Triangles: < 1250 max (Should be as small as possible)
Texture: 256X256 max size
Image Texture: Emissive (not shader allowed)
Characteristics
Transform Y Up
Mesh should include tangents, normals, UVs
Objects
No Light objects
No Camera objects
No Empty objects
No Animation objects
Positioning
Origin: [0, 0, 0]
Scale: [1, 1, 1]
Rotation: [0, 0, 0]
Max X Offset (width): 0.01
Max Y Offset (height): 0.01
Max Z Offset (length): 0.01
Materials
4 Materials limit are mandatory
Roof labeled ‘primary’ (Should be white with Ambient Occlusion)
Walls labeled ‘secondary’(Should be white with Ambient Occlusion)
Details labeled ‘details’(Should be white with Ambient Occlusion)
Other labeled ‘other’’ (Should be texturized or colored)
Ambient Occlusion must be baked in the main material
No duplicated materials
Texture format: JPEG
Texture map must be baked
NFT Materials should use shader with the values above
LODs Materials should not use any shader (Emissive material)
UV Maps
Do not leave unused areas
Avoid stretched images
If the model is symmetrical or has any repeated mesh or shape, these should be overlapped
Include a 10px bleed for the UV islands
Any UV island with flat colors/textures should be overlapped
Keep UV island size relatively scale according to the actual size of the area
Avoid any stretched or curved sections for cylindrical shapes UV map
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